![]() ![]() Personally I would see this as a steep decline even if mods were actually not largely limited to theorycrafting and more synergetic than they actually are.Ģ. So if you like it enough so that for you mods>perks, racial xp, strategic upgrades, limiting rng, much more robust morale/alignment mechanics, cooler and more influential landmarks, underground layer, hand-made maps and probably quite a lot of stuff I can't recall from the top of my head then sure. You keep sticking to mods, since this is the only thing to stick to with PF, but it's a really weird comparison since that system doesn't exist in AoW3. Meanwhile in AoW3 if I play something like Frostling Theocrat, the progression of my army would be the same every game, and if I picked Tigran Theocrat it would still play very similarly to Frostling Theocrat (you start the game using your racial units, and eventually transition to angel + shrine spam).ġ. Part of the problem is that in AoW3 it's too easy to transition to T4 spam and T4s can beat pretty much everything else, while in PF they are harder to get to and don't automatically win against your T1s and T2s. Meanwhile in AoW3 if I play something like Frostling Theocrat, the progression of my army would be the same every game, and if I picked Tigran Theocrat it would still play very similarly to Frostling Theocrat (you start the game using your racial units, and eventually transition to angel + shrine spam). They are good enough to let you beat highest difficulty bots. But I'm not an aspiring PF pro player so I don't care about effectiveness. Are most of those combinations in any way effective or viable? Fuck no. I could play another game of voidtech assembly and do physical damage + melee focus cause voidtech lets you do shit like go through walls/teleport/interrupt enemy attacks on your units. My army consisted of assembly energy weapon units + voidtech flying support units (forgot the names) that I stuck a bunch of energy weapon mods on + the imperial melee spearmen that I also gave a bunch of energy upgrades to. It has everything to do with the discussion because what I've been saying all along is that I like how you can mix and match different parts of your race/class/neutral faction tech and have basically a different army every game, even when playing as the same race. Otoh really dislike how the merchandise etc options really discourage you from building stuff in most of your cities, since you have to not just pay the cost of making the buildings and units, but also the cost of not merchandising during those turns. And with the nets added for them from the human governance bonus, and extra movement from explorer research, they become crazy good for their cost (and have basically no upkeep, unlike other summoned stuff). You get the through the Raise Militia spell, so don't have to waste production turns of your towns on it. Mechanically, I enjoyed spamming civic guards as a Human Explorer Warlord a lot. Even if building forts, etc, would be too much to ask to code in.įor the surrendering, realized you can still decline it at least. At least give the AI some higher difficulty levels that cheat more, so you don't have to go out of your way to create a carefully made custom scenario just to have a basic challenge. Standard, maybe, it's garbage in any case. Never mind any of the exact mechanical differences, if AoW4 doesn't address this basic problem I don't see it as worth playing at all for someone who doesn't suck at strategy games. So what game mode is this game supposed to be good at? Is there some mod that would if not make the AI if not smarter, at least make it cheat better? The AI is so braindead and doesn't even understand the game mode properly - even when I pit myself against highest level AIs teamed together, when I got 2 good victories against one of them, that AI surrenders and gives me their capital (plus their leader as a hero and an accompanying army - way easier and faster than me having to capture it), basically doubling my eco in an instant and screwing the rest of the team.Īnd it's a poor fit for MP, since either you have the simultaneous turn clusterfuck for movement and no tactical combat vs independents, or consequent turns and no tactical combat between players. ![]() While a lot of the mechanics are interesting, it's just too hard to get an interesting game. ![]()
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